[MERGED PR] Destroyable lockers - Printable Version +- Goonstation Forums (https://forum.ss13.co) +-- Forum: Discussion (https://forum.ss13.co/forumdisplay.php?fid=6) +--- Forum: Ideas & Suggestions (https://forum.ss13.co/forumdisplay.php?fid=8) +---- Forum: Good ideas! (https://forum.ss13.co/forumdisplay.php?fid=19) +---- Thread: [MERGED PR] Destroyable lockers (/showthread.php?tid=18395) |
[MERGED PR] Destroyable lockers - github_bot - 04-02-2022 PULL REQUEST DETAILS [FEATURE][BALANCE] - [x] Fix logging - [x] Mostly resolve horrible code duplication (kinda hard due to types) - [x] Make reinforced protect against weak kinetic but not strong? About the PR - Lockers with card locks can be beaten open with items that do at least 1 damage. When opened the door is broken and needs to be welded to close. - Command lockers have 300 health. - Lockers with card locks have 200 health. - Regular lockers have 100 health - Cannot be hit with items as they have no lock, just open it! - Items that do 10 damage or less are not very effective and do 70% damage. - Damage from items is capped to 20 to prevent high damage melee making them a joke (looking at you csaber). - All lockers can be shot open with projectiles. - Kinetic weapons do 80% damage - Energy projectiles do 40% damage as lasers/phasers are easily available and rechargeable. - Some special lockers are reinforced. This is currently the HoS, Armory and Confiscated Items locker. - Reinforced lockers cannot be damaged with items. - Energy projectiles do not damage reinforced lockers. - 26+ damage projectiles are required to break reinforced lockers. No cheap ammo like 9mm or .22. - Rubber slug does no damage to reinforced lockers to prevent you just using the NARCS turret. - All card secured lockers start bolted to the floor and must be unbolted with a wrench to be moved. - Unique sounds for damage and breaking Uses the sounds: https://freesound.org/people/skinnytecboy/sounds/188063/ used under [[CC0]](https://creativecommons.org/publicdomain/zero/1.0/) https://freesound.org/people/SamsterBirdies/sounds/587443/ used under [[CC0]](https://creativecommons.org/publicdomain/zero/1.0/) https://freesound.org/people/chripei/sounds/393659/ used under [[CC0]](https://creativecommons.org/publicdomain/zero/1.0/) https://user-images.githubusercontent.com/70909958/162621254-4e0d82d9-9366-47cf-a963-8808f708538d.mp4 Why's this needed? Lockers are strangely invincible except to explosions. While this sounds like strong protection the reality is they can easily be broken into with a rigged lightbulb or welding fuel pipebomb. Lockers being largely indestructible made them the go-to against turrets and could present some frustrations to antagonists that breaking into a locker had both a slight knowledge and equipment requirement Breaking a locker busts it open. It cannot be closed until a welding tool is used on it. Nukies/turrets will no longer be totally defeated by lockers. Energy weapons are less effective to reflect being quite common for non traitors. The HoS and armory locker have special protection from their reinforced status to reflect they will contain an egun or requisition tokens. You have to expend lethal kinetic ammunition to break these making it a trade off. Changelog Code: changelog PULL REQUEST DETAILS RE: [PR] Destroyable lockers - Mouse - 04-02-2022 Gonna be honest 300 is a trivial amount of health, that's 30 seconds with a fire extinguisher. RE: [PR] Destroyable lockers - Yellow - 04-02-2022 its noisy tho and has unique sounds. Lockers aren't all that tough, also 30 seconds is a major underestimate. If noone notices the loud bashing of 1-1.5 minutes of tool on locker, the locker breaker deserves it at that point RE: [PR] Destroyable lockers - KikiMofo - 04-02-2022 If people can blow up lockers to open them or use packets to open them I dont see why they can't just be broken via hitting. I'm cool with this but yeah probably make them stronger or at least the high profile target lockers higher health. Like the armory, HoS and Captains lockers(maybe just all head lockers in general should be stronger) Make it very loud so people KNOW someone is trying to break them open. RE: [PR] Destroyable lockers - Mouse - 04-02-2022 (04-02-2022, 12:42 PM)Yellow Wrote: its noisy tho and has unique sounds. Lockers aren't all that tough, also 30 seconds is a major underestimate. If noone notices the loud bashing of 1-1.5 minutes of tool on locker, the locker breaker deserves it at that point If they have 300 health then that's 30 swings of a fire extinguisher, which is 30 seconds. RE: [PR] Destroyable lockers - Cal - 04-02-2022 Egh not really a fan of people hungry for HoS gear to break into the locker manually... However the idea is good Locker access shouldn't be a strictly plasmabulb and packet thinking. I approve. Consider adding this to cardlocked crates too. RE: [PR] Destroyable lockers - Lucky.Cobra - 04-02-2022 i like it but i think armory lockers need to stay the way they are and maybe command lockers should have a bit more health RE: [PR] Destroyable lockers - Ikea - 04-02-2022 The current methods all require preparation compared to this which you can kinda just do on a whim. I think this would make breaking into lockers much more common, and I dont think that's a good thing. RE: [PR] Destroyable lockers - Mouse - 04-02-2022 Oh I just remembered the armory lockers have requisition tokens. Hard no to this. RE: [PR] Destroyable lockers - Lady Birb - 04-02-2022 I don't care about making armory gear easier to obtain, I just want people who build 20 steel lockers and put them in front of nukeops turrets to suffer and die. For that purpose, I suggest making lethal projectiles instantly break non-cardlocked lockers, regardless of their actual damage. death2nerdsdeath2nerdsdeath2nerdsdeath2nerdsdeath2nerdsdeath2nerdsdeath2nerdsdeath2nerdsdeath2nerdsdeath2nerds RE: [PR] Destroyable lockers - zjdtmkhzt - 04-02-2022 Yeah, tbh, the fact that lockers are so sturdy is pretty weird. You can cut in leg holes with a welder but you can't cut it open? Makes little sense. RE: [PR] Destroyable lockers - Buttnut - 04-02-2022 If we can deconstruct a reinforced wall, we should be able to crack open a locker RE: [PR] Destroyable lockers - Cal - 04-02-2022 perhaps a different approach would be more warrented, and a nerf to plasma bulbing them? maybe a process with tools ? RE: [PR] Destroyable lockers - Froggit_Dogget - 04-02-2022 (04-02-2022, 02:38 PM)Mouse Wrote: Oh I just remembered the armory lockers have requisition tokens. Hard no to this. This, The HOS locker, and the Debris lockers, are all reasons this is a bad idea RE: [PR] Destroyable lockers - Rmeaper - 04-03-2022 I've always found that lockers are indestructible beacons of the station really funny. I know it's a terrible reason to keep them as is but... |